// Use this for initialization void Start () { setupPlayerAndCam(); inTurret = false; turretOriginalPosition = transform.position; turretOriginalRotation = transform.rotation; chscript = GameObject.Find("Crosshair").GetComponent<BNG_Zapper>(); if (chscript == null) Debug.LogError("It seems like you are trying to use this script but do not have the BNG_Zapper script attached to your 'Crosshair' game object."); quitBtn = GameObject.Find("Quit Turret"); quitBtn.SetActive(false); ogRay = chscript.rayLength; gunLeft.GetComponentInChildren<ParticleSystem>().Stop(false); gunRight.GetComponentInChildren<ParticleSystem>().Stop(false); canShoot = true; isShooting = false; score = 0; }
public void resetBar(BNG_Zapper zap, float time) //this function changes the object's color when activated, hides the timer and tooltip, and resets the timer here and on the zapper { // if changeColor on Hover is true (and is using sprites), use New Color on Hover to change the sprite if ((changeColorOnHover || changeColorOnActivate) && usingSprites) { if (!isActivated) { sr.color = originalColor; } else if (isActivated && changeColorOnActivate) { sr.color = newColorOnHover; } else { sr.color = originalColor; } } if (tooltipOnHover && tooltipGameObject != null) { tooltipGameObject.SetActive(false); } if (timerObject != null) //if there is a timer bar, make it go away since it's no longer active, reset the time and tell the Zapper not to count up { timerObject.SetActive(false); } time = 0; zap.timeOnButton = 0; }
// Use this for initialization void Start() { setupPlayerAndCam(); inTurret = false; turretOriginalPosition = transform.position; turretOriginalRotation = transform.rotation; chscript = GameObject.Find("Crosshair").GetComponent <BNG_Zapper>(); if (chscript == null) { Debug.LogError("It seems like you are trying to use this script but do not have the BNG_Zapper script attached to your 'Crosshair' game object."); } quitBtn = GameObject.Find("Quit Turret"); quitBtn.SetActive(false); ogRay = chscript.rayLength; gunLeft.GetComponentInChildren <ParticleSystem>().Stop(false); gunRight.GetComponentInChildren <ParticleSystem>().Stop(false); canShoot = true; isShooting = false; score = 0; }
public void ActivateTimer(BNG_Zapper zap, float time) { // if changeColor on Hover is true (and is using sprites), use New Color on Hover to change the sprite if (changeColorOnHover && usingSprites) { sr.color = newColorOnHover; } if (canActivate) //if you can activate the timer (not in cooldown period) { if (requireTimer) { timerObject.SetActive(true); //turn the timer on } if (tooltipOnHover) { tooltipGameObject.SetActive(true); // if tooltipOnHover is true display it } if (!isActivated) // if it's not activated yet { if (requireTimer) { scaleTimer(time); //start the timer bar filling up } if (time >= timeToActivate) // if you have reached the amount of time to activate, activate the button { resetBar(zap, time); //this resets the bar and let's the zapper know to stop counting up //wait cool down time before registering a hit. canActivate = false; StartCoroutine(WaitToActivate(waitTime)); } } else // it is already activated so use the deactivation time { if (requireTimer) { scaleTimer(time); //start the timer bar filling up } if (time >= timeToDeactivate) // if you have reached the amount of time to deactivate, deactivate the button { resetBar(zap, time); //this resets the bar and let's the zapper know to stop counting up //wait cool down time before registering a hit. canActivate = false; StartCoroutine(WaitToActivate(waitTime)); } } } else //if it shouldn't be activated, don't let the timer count up { time = 0; } }
public void setupCC() //this is a fake singleton that will setup some static references for the character controller to use. FLAG: This may be an issue if you want to have more than 1 Zapper Script. { if (doOnce < 1) { print("Character Controller has been successfully setup. You are free to move about the demo."); GameObject tempPlayer = GameObject.Find("NON VR PLAYER"); if (tempPlayer != null) { Player = tempPlayer; CamGroup = GameObject.Find("CAM SYSTEM"); walkButton = GameObject.Find("NON VR PLAYER/UI ELEMENTS/walkBtn"); if(Player.GetComponent<CharacterController>() != null) pcc = Player.GetComponent<CharacterController>(); chscript = GameObject.FindObjectOfType<BNG_Zapper>(); //there is only one zapper so only one script to find ogRay = chscript.rayLength; } else { //check for our VR Player Types tempPlayer = GameObject.Find("Player for VR"); if (tempPlayer == null || !tempPlayer.activeInHierarchy) tempPlayer = GameObject.Find("VR Player for Durovis Dive"); if (tempPlayer == null || !tempPlayer.activeInHierarchy) tempPlayer = GameObject.Find("VR Player for Google Cardboard"); //for some reason it doesn't like an if/else stmt here if (tempPlayer != null) { Player = tempPlayer; if (tempPlayer.name == "VR Player for Durovis Dive" || tempPlayer.name == "Player for VR") CamGroup = GameObject.Find("Dive_Camera"); else if (tempPlayer.name == "VR Player for Google Cardboard") CamGroup = GameObject.Find("Head"); if (tempPlayer.name == "Player for VR") walkButton = GameObject.Find("Player for VR/UI ELEMENTS/walkBtn"); else if (tempPlayer.name == "VR Player for Durovis Dive") walkButton = GameObject.Find("VR Player for Durovis Dive/UI ELEMENTS/walkBtn"); else if (tempPlayer.name == "VR Player for Google Cardboard") walkButton = GameObject.Find("VR Player for Google Cardboard/UI ELEMENTS/walkBtn"); if (Player.GetComponent<CharacterController>() != null) pcc = Player.GetComponent<CharacterController>(); chscript = GameObject.FindObjectOfType<BNG_Zapper>(); //there is only one [active] zapper so only one script to find ogRay = chscript.rayLength; } else { Debug.LogError("No Active Player Found on this Scene. Please activate one of the Players (NON VR PLAYER or Player for VR)"); return; } } doOnce++; } }
public void resetBar(BNG_Zapper zap, float time) //this function changes the object's color when activated, hides the timer and tooltip, and resets the timer here and on the zapper { // if changeColor on Hover is true (and is using sprites), use New Color on Hover to change the sprite if ((changeColorOnHover || changeColorOnActivate) && usingSprites) { if (!isActivated) { sr.color = originalColor; } else if (isActivated && changeColorOnActivate) { sr.color = newColorOnHover; } else { sr.color = originalColor; } } if (tooltipOnHover && tooltipGameObject != null) tooltipGameObject.SetActive(false); if (timerObject != null) //if there is a timer bar, make it go away since it's no longer active, reset the time and tell the Zapper not to count up { timerObject.SetActive(false); } time = 0; zap.timeOnButton = 0; }
public void ActivateTimer(BNG_Zapper zap, float time) { // if changeColor on Hover is true (and is using sprites), use New Color on Hover to change the sprite if (changeColorOnHover && usingSprites) { sr.color = newColorOnHover; } if (canActivate) //if you can activate the timer (not in cooldown period) { if (requireTimer) timerObject.SetActive(true); //turn the timer on if (tooltipOnHover) tooltipGameObject.SetActive(true); // if tooltipOnHover is true display it if (!isActivated) // if it's not activated yet { if(requireTimer) scaleTimer(time); //start the timer bar filling up if (time >= timeToActivate) // if you have reached the amount of time to activate, activate the button { resetBar(zap, time); //this resets the bar and let's the zapper know to stop counting up //wait cool down time before registering a hit. canActivate = false; StartCoroutine(WaitToActivate(waitTime)); } } else // it is already activated so use the deactivation time { if (requireTimer) scaleTimer(time); //start the timer bar filling up if (time >= timeToDeactivate) // if you have reached the amount of time to deactivate, deactivate the button { resetBar(zap, time); //this resets the bar and let's the zapper know to stop counting up //wait cool down time before registering a hit. canActivate = false; StartCoroutine(WaitToActivate(waitTime)); } } } else //if it shouldn't be activated, don't let the timer count up { time = 0; } }
public void setupCC() //this is a fake singleton that will setup some static references for the character controller to use. FLAG: This may be an issue if you want to have more than 1 Zapper Script. { if (doOnce < 1) { print("Character Controller has been successfully setup. You are free to move about the demo."); GameObject tempPlayer = GameObject.Find("NON VR PLAYER"); if (tempPlayer != null) { Player = tempPlayer; CamGroup = GameObject.Find("CAM SYSTEM"); walkButton = GameObject.Find("NON VR PLAYER/UI ELEMENTS/walkBtn"); if (Player.GetComponent <CharacterController>() != null) { pcc = Player.GetComponent <CharacterController>(); } chscript = GameObject.FindObjectOfType <BNG_Zapper>(); //there is only one zapper so only one script to find ogRay = chscript.rayLength; } else { //check for our VR Player Types tempPlayer = GameObject.Find("Player for VR"); if (tempPlayer == null || !tempPlayer.activeInHierarchy) { tempPlayer = GameObject.Find("VR Player for Durovis Dive"); } if (tempPlayer == null || !tempPlayer.activeInHierarchy) { tempPlayer = GameObject.Find("VR Player for Google Cardboard"); //for some reason it doesn't like an if/else stmt here } if (tempPlayer != null) { Player = tempPlayer; if (tempPlayer.name == "VR Player for Durovis Dive" || tempPlayer.name == "Player for VR") { CamGroup = GameObject.Find("Dive_Camera"); } else if (tempPlayer.name == "VR Player for Google Cardboard") { CamGroup = GameObject.Find("Head"); } if (tempPlayer.name == "Player for VR") { walkButton = GameObject.Find("Player for VR/UI ELEMENTS/walkBtn"); } else if (tempPlayer.name == "VR Player for Durovis Dive") { walkButton = GameObject.Find("VR Player for Durovis Dive/UI ELEMENTS/walkBtn"); } else if (tempPlayer.name == "VR Player for Google Cardboard") { walkButton = GameObject.Find("VR Player for Google Cardboard/UI ELEMENTS/walkBtn"); } if (Player.GetComponent <CharacterController>() != null) { pcc = Player.GetComponent <CharacterController>(); } chscript = GameObject.FindObjectOfType <BNG_Zapper>(); //there is only one [active] zapper so only one script to find ogRay = chscript.rayLength; } else { Debug.LogError("No Active Player Found on this Scene. Please activate one of the Players (NON VR PLAYER or Player for VR)"); return; } } doOnce++; } }